Metaverse is an evolution of the Internet and the World Wide Web – that’s an interesting way to put it. and the way Jeff Kimber, Director of Omniverse Technologies at NVIDIAExplains it, it makes a lot of sense.
“It is a 3D embodied web, where we can connect within virtual worlds that look and feel to us as rich and complex as the real world. We can play, socialize, work and innovate within these interoperable worlds even though they are separated by great distances in the real world.”
In this interview, Kember talks about the concept of the Metaverse, how it evolved, and the NVIDIA Omniverse.
Traditional 3D worlds were intended for games and entertainment, each one separate and not interoperable. But with the confluence of enabling real-time ray tracing technologies, GPU-accelerated data center scale computing, real-time physics simulation, artificial intelligence, and open source 3D standards (global landscape description) – we are able to build virtual worlds for industry and AI use cases. , enabling portability and interoperability between these worlds.
What is NVIDIA Omniverse? How is it different from the metaverse?
We think the term Metaverse is a broad description of the many types of virtual worlds that we’ll see as the evolution of the Web as we know it today. The only thing necessary for all of these worlds is that they have a common basis for how they are presented, experienced, and most importantly, connected.
Omniverse It is a platform that connects virtual worlds and is built on USD (Global Landscape Description) which can be thought of as 3D HTML. Omniverse can be connected to most industry-leading 3D software products; It can be extended, and applications can be built on this platform using an integrated SDK called Kit.
How does NVIDIA contribute to the metaverse?
Since NVIDIA’s inception, we’ve been building technologies that enable virtual worlds to simulate: rendering, physics, and artificial intelligence, as well as underpinning computing. These are all prerequisites for building a Metaverse.
Simulating high definition virtual worlds is a very difficult problem. It is actually an infinite problem. We can always throw more computing power into making our virtual worlds bigger, more complex, and richer.
But there is more than that.
There are two main technical challenges that NVIDIA addresses:
- Making it easier for everyone to participate in the creation of high-resolution virtual worlds
- Efficiently scale realistic virtual worlds for computers in the data center and the cloud
The 2D web is successful because almost anyone can create a web page and participate in creating the ever-expanding web. Creating 3D content for virtual worlds is difficult – it takes a lot of experience, so only a small group of elite gamers and 3D artists can do it. With a significant investment in Universal Scene Description, advanced computing, simulation, computer vision, and artificial intelligence, we at NVIDIA are building the tools to enable more people to participate in building high-resolution virtual worlds.
Another major challenge is the simulation of large, complex worlds. Today, almost all game engines are limited to powering one computer – whether it’s a game console, PC, mobile device… If you want to simulate a larger world with more accuracy, you can’t use more computers to make it faster.
We recently introduced NVIDIA OVX, a computing system designed specifically for enterprises to build and run large-scale digital twins. The development and operation of dual-digital simulations at the factory, city, and planetary scales requires new computing architecture software and hardware that can continuously operate, receive, and process multiple independent systems at the same time, place and time. – Stream data from the physical peer.
Omniverse is a platform that connects existing workflows and tools. The tools you use with Omniverse don’t have to change, they are just improved and expanded by the platform.
We are actively spreading USD support across all developer ecosystems – game development, design and content creation, AEC, manufacturing/industrial, even robotics, and we’re seeing oodles of support. We work with leading software developers to build integrations with Omniverse, including Adobe, Autodesk, Esri, Graphisoft, Epic Games, Bentley, and more.
Omniverse is already being used across industries – whether by DNEG or Sony Pictures Animation to build America’s accelerated media and entertainment workflows; by Foster + Partners or KPF to take architectural design to the next level; by Ericsson to create a digital twin of the city to improve 5G deployment; by the BMW Group to build the factories of the future; Or by Lockheed Martin to build simulated environments to better predict the spread of wildfires.
How far have we traveled in terms of technology to make metaverses a reality?
The Omniverse and virtual worlds are already here.
The metaverse is the 3D evolution of the Internet – an extension of the physical and virtual world. Extended reality experiences are just one example of experiencing the virtual world, but they are not the whole scope.
We now have the technology to create true digital twins of reality for the physical world and this new development of the web will be much larger than the physical world because like the web, nearly every industry will benefit from sharing and hosting virtual worlds. Creators will make more things for virtual worlds than they do in the physical world, and organizations will build countless digital twins of products, environments, and spaces — from the object scale to the planetary scale.
Simulation offers a huge opportunity for all organizations, as simulating projects almost thousands of times before production in reality will save cost and waste, increase operational efficiency and accuracy. Omniverse is a technology layer focused on connecting and building physically accurate virtual worlds, or “digital twins,” to help solve the world’s toughest engineering, energy and science problems.
How will the metaverse solve some of our real world problems?
The next era of industries and artificial intelligence will be enabled by the metaverse – these interoperable virtual worlds.
First, 3D workflows are now essential to every industry. Usually all things that are designed and built by humans are first created in a virtual world. Bicycles, cars, bridges, and factories are all designed with various CAD tools, before they were built in the physical world.
Accurate and extremely fast simulation in the virtual world is the key to designing the best and most efficient products. We can quickly test many iterations of a design in the virtual world at a fraction of the cost of what it would take to build them in the real world.
Once the digital copy of the product is complete, it is converted to its physical counterpart. In most cases today, this is the end of the road for the digital version.
But, if we connect the two aspects – digital and real – they can evolve with each other. We can capture data from the real world through IoT sensors and devices and enter it into the digital model, while keeping its “twin” synchronized.
Applying a precise physics simulation to the digital twin gives us incredible superpowers. We can teleport to any part of the digital twin just as we can in a video game, and examine which aspect of it is reflected from the real world.
We can also run simulations to predict the near future, or test several possible futures to choose the best one.
There will be a bigger market, a bigger industry with more designers and creators building digital things in virtual worlds than there will be in the physical world. Today, most designers focus on the physical world of cars, buildings, clothes, and shoes. All of these things will be much larger in virtual worlds – this is the next evolution of the web.
Just as the Internet has done, virtual worlds will launch many new economies, larger than our current physical economy. The economy in the metaverse would be many times greater than that in the physical world. Cryptocurrencies will be used in these virtual worlds where we own property, homes, cars, art, clothes, and more.